Views Read View source View history. This page was last modified on 28 December , at This page has been accessed 73, times. Privacy policy About SimsWiki Disclaimers. Welcome Ever wanted to create clothing for The Sims 3 but didn't know where to start? There are a plethora of CAS tutorials out there, but they all only cover one or two topics. Making it difficult for someone who is just starting out to piece it together.
I personally had to learn everything piece-by-piece, and I can attest to the frustration I faced. So, I decided to write this guide with the newbie creator in mind, to help them get started! Including a guided walk-through on basic meshing, bone-assignments and UV mapping. Meaning you will learn how to create a custom clothing package using this tool.
Difficulty This tutorial is written for beginners , however, some basic knowledge on how to use your imaging and 3D modeling programs is needed. Keep in mind that while this guide is fairly extensive, there is still a creative element required that cannot be learned by reading a tutorial alone.
In short, I can teach you "how" to do something, but not necessarily the way to execute it. Be prepared to do extra tweaking and prodding to your creations, especially the more intricate they get. For Milkshape users, there's an awesome, indepth, guide by WesHowe that explains pretty much every element of Milkshape. This guide can be found, here. For Blender users, browse through their extensive tutorials section to help you follow along with this tutorial.
NET is one of a couple of programs that can be used to edit Sims 3 textures. Being sure that the base texture key is highlighted, click on the "find" button at the bottom of the window.
A DDS Preview window should pop up. Click the Export button at the bottom right corner of the preview window. Choose a destination for the file, give it a name, then save it. Open up the newly exported DDS file in your image editor. If asked, load default sizes and do not generate MIPmaps.
Note: If you get an image that looks like the one below, then you accidentally generated the MIPmaps. Now here comes the fork in the road. There are two things you can do with the base texture: change the way the alpha looks, or change the way the base texture itself looks. Depending on how complicated your new CAS part is, you might have to use a combination of the three methods. When working with these it's best to Extract a CAS Part type that is similar to the area you want to work with.
For example, if you want to make an eyeshadow then extract a preexisting eyeshadow overlay and edit it to your liking. In addition to the face overlay, to make your project complete you'll need to make a RGB Mask to go with it. You'd treat the mask just like you would with clothing, use it to map out the different tintable areas of your CAS part. With face overlays, you can only recolor them with tints solid colors , no patterns can be used.
Also, you can add a custom Face Specular to your creation. The specular texture is what adds shininess to the CAS part. Although the specular is rarely changed, they could possibly be used to add glossiness and shine to lip-gloss if done right. Once you've found the texture you wish to use, open it up in the image editor of your choice.
Remember do NOT tick generate Mipmaps when you import the. When you have the texture loaded, switch over to the channels view and click on the alpha channel. Remember that black areas on the alpha are not visible and white areas are fully opaque. Notice the gradient smooth transition from light to dark on the edges of the blush. You should always leave soft edges on your face overlay texture especially when creating makeup.
If the edges are too harsh, the makeup will look painted on and blocky, and unless that was the look you were going for, hard edges should be avoided at all costs. Using the eraser tool, I'm going get rid of the top points of the blush. Notice how I created those harsh jagged edges. To remedy this, I'm going to use the blur tool to soften up the edges.
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